Correct parsers
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7fe5d03a09
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9 changed files with 437 additions and 169 deletions
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@ -2,15 +2,26 @@
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import { useEffect, useRef } from "react";
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import { init } from "../three/utils/init";
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import { initSimple } from "../three/simple-example";
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export function Map() {
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const divRef = useRef<HTMLDivElement>(null);
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useEffect(() => {
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let ignore = false;
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if (!divRef.current) return;
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init(divRef.current);
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//initSimple(divRef.current);
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if (!ignore) {
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init(divRef.current);
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}
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return () => {
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ignore = true;
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};
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}, [divRef]);
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return <div className="w-full h-full" ref={divRef}></div>;
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return (
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<div className="w-full h-full flex flex-col justify-center">
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<div className="w-full h-full" ref={divRef}></div>
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</div>
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);
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}
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@ -1,30 +0,0 @@
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import * as THREE from "three";
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export function initSimple(container) {
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const scene = new THREE.Scene();
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const camera = new THREE.PerspectiveCamera(
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75,
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window.innerWidth / window.innerHeight,
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0.1,
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1000
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);
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const renderer = new THREE.WebGLRenderer();
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renderer.setSize(window.innerWidth, window.innerHeight);
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renderer.setAnimationLoop(animate);
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container.appendChild(renderer.domElement);
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const geometry = new THREE.BoxGeometry(1, 1, 1);
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const material = new THREE.MeshBasicMaterial({ color: 0x00ff00 });
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const cube = new THREE.Mesh(geometry, material);
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scene.add(cube);
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camera.position.z = 5;
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function animate() {
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cube.rotation.x += 0.01;
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cube.rotation.y += 0.01;
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renderer.render(scene, camera);
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}
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}
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@ -2,12 +2,15 @@ import {
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BufferAttribute,
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BufferGeometry,
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DoubleSide,
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FrontSide,
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Group,
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Mesh,
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MeshBasicMaterial,
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MeshStandardMaterial,
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} from "three";
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import { uniforms } from "./uniforms";
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import { shader } from "./shader";
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import { fetchTriangleIndices } from "./fetch-triangle-indices";
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import { fetchVertices } from "./fetch-vertices";
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import { TRIANGLE_INDICES_URL, VERTICES_URL } from "../config";
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@ -39,17 +42,23 @@ async function buildMesh(layerData: MappedFeature) {
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geometry.computeVertexNormals();
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geometry.computeBoundingBox();
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const material = new MeshStandardMaterial(
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{
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color: color,
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metalness: 0.1,
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roughness: 0.75,
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flatShading: true,
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side: DoubleSide,
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// wireframe: false,
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}
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// this.uniforms.clipping
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);
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const material = new MeshStandardMaterial({
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color: color,
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metalness: 0.1,
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roughness: 0.75,
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flatShading: true,
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side: FrontSide,
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wireframe: false,
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});
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// material.onBeforeCompile = (materialShader) => {
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// materialShader.uniforms.clippingLow = uniforms.clipping.clippingLow;
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// materialShader.uniforms.clippingHigh = uniforms.clipping.clippingHigh;
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// materialShader.uniforms.clippingScale = uniforms.clipping.clippingScale;
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// materialShader.vertexShader = shader.vertexMeshStandard;
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// materialShader.fragmentShader = shader.fragmentClippingMeshStandard;
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// };
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const mesh = new Mesh(geometry, material);
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mesh.name = name;
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@ -41,7 +41,7 @@ export async function buildScene(container: HTMLElement, extent: Extent) {
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const width = container.clientWidth;
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const height = container.clientHeight;
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camera = new PerspectiveCamera(30, width / height, 0.1, size * 100);
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camera = new PerspectiveCamera(30, width / height, 0.1, size * 25);
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camera.position.set(center.x, center.y, size * 5);
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camera.lookAt(center);
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@ -51,11 +51,12 @@ export async function buildScene(container: HTMLElement, extent: Extent) {
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renderer.setPixelRatio(window.devicePixelRatio);
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renderer.setSize(width, height);
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//renderer.autoClear = false;
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//renderer.setClearColor(0x000000, 0.0); // second param is opacity, 0 => transparent
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// enable clipping
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renderer.localClippingEnabled = true;
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// renderer.autoClear = false;
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// renderer.setClearColor(0x000000, 0.0); // second param is opacity, 0 => transparent
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renderer.setAnimationLoop(animate);
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window.addEventListener("resize", () => onWindowResize(container));
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container.appendChild(renderer.domElement);
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controls = new OrbitControls(camera, renderer.domElement);
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@ -72,17 +73,6 @@ export async function buildScene(container: HTMLElement, extent: Extent) {
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// const urlParams = new URLSearchParams(queryString);
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// const modelid = parseInt(urlParams.get("model_id") ?? "20", 10);
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renderer.setAnimationLoop(animate);
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window.addEventListener("resize", () => onWindowResize(container));
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const testCube = new Mesh(
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new BoxGeometry(size * 0.1, size * 0.1, size * 0.1),
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new MeshBasicMaterial({ color: 0xff0000 })
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);
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testCube.position.copy(center);
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scene.add(testCube);
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return { renderer, scene, camera };
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}
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@ -99,6 +89,7 @@ function onWindowResize(container: HTMLElement) {
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function animate() {
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renderer.render(scene, camera);
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// required if controls.enableDamping or controls.autoRotate are set to true
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controls.update();
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}
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@ -1,5 +1,5 @@
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import { unpackEdges } from "./parsers";
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import { request } from "./request";
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import { unpackEdges } from "./parsers";
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export async function fetchTriangleIndices(edgeUrl: string, geomId: string) {
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const url = edgeUrl + geomId;
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@ -21,8 +21,8 @@ export async function init(container: HTMLElement) {
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const { renderer, scene, camera } = await buildScene(container, extent);
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const meshes = await buildMeshes(mappedFeatures);
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// const mappedFeaturesGroup = new Group();
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// mappedFeaturesGroup.add(...meshes);
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// scene.add(mappedFeaturesGroup);
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scene.add(meshes[0]);
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const mappedFeaturesGroup = new Group();
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mappedFeaturesGroup.add(...meshes);
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scene.add(mappedFeaturesGroup);
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// scene.add(meshes[8]);
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}
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@ -1,9 +1,70 @@
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const METABYTES = 13;
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export function unpackEdges(arrayBuffer: ArrayBuffer) {
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const dv = new DataView(arrayBuffer, METABYTES);
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const indices = new Uint32Array((arrayBuffer.byteLength - METABYTES) / 4);
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for (let i = 0; i < indices.length; i++) {
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indices[i] = dv.getUint32(i * 4, true);
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}
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return indices;
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}
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const DIMENSIONS = 3;
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const ONEBYTE = 1;
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const FOURBYTE = 4;
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const METABYTES = 13;
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const FOURBYTE = 4; // bytes count for metadata in PG_pointcloud (significant bits compression)
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export function unpackVertices(arrayBuffer: ArrayBuffer) {
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const dataView = new DataView(arrayBuffer);
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let ptr = ONEBYTE + 2 * FOURBYTE;
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const pointsCount = dataView.getUint32(ptr, true); // 1 + 4 + 4 = 9 bytes offset
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const posArray = new Float32Array(pointsCount * DIMENSIONS);
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ptr += FOURBYTE;
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class BitStream {
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let bytesCount;
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let significantBitsCount;
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let commonBits;
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let significantBits;
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for (let dim = 0; dim < 3; dim++) {
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ptr += ONEBYTE;
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bytesCount = dataView.getInt32(ptr, true) - 8;
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ptr += FOURBYTE;
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significantBitsCount = dataView.getUint32(ptr, true);
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ptr += FOURBYTE;
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commonBits = readCommonBits(dataView, ptr);
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ptr += FOURBYTE;
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significantBits = readSignificantBits(dataView, ptr, bytesCount);
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let value = 0.0;
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for (var j = dim, i = 0; i < pointsCount; j += DIMENSIONS, i++) {
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value = significantBits.readBits(significantBitsCount, 0) | commonBits;
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if (dim === 2) {
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value = value / 100; // z values in pc_patch from DB are multiplied by 100
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}
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posArray[j] = value;
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}
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ptr += bytesCount;
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}
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return posArray;
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}
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function readCommonBits(dataView: DataView, ptr: number) {
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const temp = new Int32Array(1);
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temp[0] = dataView.getInt32(ptr, false);
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const combits = new BitStream(new Uint8Array(temp.buffer));
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return combits.readBits(32, 0);
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}
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function readSignificantBits(
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dataView: DataView,
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ptr: number,
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bytesCount: number
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) {
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const temp = new Int32Array(bytesCount / 4);
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for (let i = ptr, j = 0; i < ptr + bytesCount; i += 4, j++) {
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temp[j] = dataView.getInt32(i);
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}
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const sigbits = new BitStream(new Uint8Array(temp.buffer));
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return sigbits;
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}
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export class BitStream {
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private a: Uint8Array;
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private position: number;
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private bitsPending: number;
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}
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writeBits(bits: number, value: number) {
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if (bits === 0) return;
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if (bits === 0) {
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return;
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}
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value &= 0xffffffff >>> (32 - bits);
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while (bits > 0) {
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if (this.bitsPending === 0) {
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this.a[this.position++] = 0;
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this.bitsPending = 8;
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let bitsConsumed;
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if (this.bitsPending > 0) {
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if (this.bitsPending > bits) {
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this.a[this.position - 1] |= value << (this.bitsPending - bits);
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bitsConsumed = bits;
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this.bitsPending -= bits;
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} else if (this.bitsPending === bits) {
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this.a[this.position - 1] |= value;
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bitsConsumed = bits;
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this.bitsPending = 0;
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} else {
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this.a[this.position - 1] |= value >> (bits - this.bitsPending);
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bitsConsumed = this.bitsPending;
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this.bitsPending = 0;
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}
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const bitsToWrite = Math.min(this.bitsPending, bits);
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const shift = this.bitsPending - bitsToWrite;
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this.a[this.position - 1] |= (value >> (bits - bitsToWrite)) << shift;
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bits -= bitsToWrite;
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value &= (1 << bits) - 1;
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this.bitsPending -= bitsToWrite;
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} else {
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bitsConsumed = Math.min(8, bits);
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this.bitsPending = 8 - bitsConsumed;
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this.a[this.position++] =
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(value >> (bits - bitsConsumed)) << this.bitsPending;
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}
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bits -= bitsConsumed;
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if (bits > 0) {
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this.writeBits(bits, value);
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}
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}
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readBits(bits: number, bitBuffer = 0) {
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if (bits === 0) return bitBuffer;
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while (bits > 0) {
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if (this.bitsPending === 0) {
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this.bitsPending = 8;
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}
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const byte = this.a[this.position - (this.bitsPending === 8 ? 0 : 1)];
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const bitsToRead = Math.min(this.bitsPending, bits);
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const shift = this.bitsPending - bitsToRead;
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bitBuffer =
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(bitBuffer << bitsToRead) | ((byte >> shift) & ((1 << bitsToRead) - 1));
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bits -= bitsToRead;
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this.bitsPending -= bitsToRead;
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if (this.bitsPending === 0) this.position++;
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readBits(bits: number, bitBuffer: number): number {
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if (typeof bitBuffer === "undefined") {
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bitBuffer = 0;
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}
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return bitBuffer;
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if (bits === 0) {
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return bitBuffer;
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}
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let partial;
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let bitsConsumed;
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if (this.bitsPending > 0) {
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const byte = this.a[this.position - 1] & (0xff >> (8 - this.bitsPending));
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bitsConsumed = Math.min(this.bitsPending, bits);
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this.bitsPending -= bitsConsumed;
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partial = byte >> this.bitsPending;
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} else {
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bitsConsumed = Math.min(8, bits);
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this.bitsPending = 8 - bitsConsumed;
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partial = this.a[this.position++] >> this.bitsPending;
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}
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bits -= bitsConsumed;
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bitBuffer = (bitBuffer << bitsConsumed) | partial;
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return bits > 0 ? this.readBits(bits, bitBuffer) : bitBuffer;
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}
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seekTo(bitPos: number) {
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this.position = Math.floor(bitPos / 8);
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this.bitsPending = bitPos % 8 ? 8 - (bitPos % 8) : 0;
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if (this.bitsPending > 0) this.position++;
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}
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}
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export function unpackVertices(arrayBuffer: ArrayBuffer) {
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const dataView = new DataView(arrayBuffer);
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let ptr = ONEBYTE + 2 * FOURBYTE;
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// Read the number of points
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const pointsCount = dataView.getUint32(ptr, true);
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ptr += FOURBYTE;
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// Initialize position array
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const posArray = new Float32Array(pointsCount * DIMENSIONS);
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for (let dim = 0; dim < DIMENSIONS; dim++) {
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ptr += ONEBYTE; // Skip unused byte
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const bytesCount = dataView.getInt32(ptr, true) - 8;
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ptr += FOURBYTE;
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const significantBitsCount = dataView.getUint32(ptr, true);
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ptr += FOURBYTE;
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const commonBits = readCommonBits(dataView, ptr);
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ptr += FOURBYTE;
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const significantBits = readSignificantBits(dataView, ptr, bytesCount);
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ptr += bytesCount;
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// Read vertex data
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for (let i = 0, j = dim; i < pointsCount; i++, j += DIMENSIONS) {
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let value = significantBits.readBits(significantBitsCount) | commonBits;
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if (dim === 2) value /= 100; // Adjust Z values
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posArray[j] = value;
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this.position = (bitPos / 8) | 0;
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this.bitsPending = bitPos % 8;
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if (this.bitsPending > 0) {
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this.bitsPending = 8 - this.bitsPending;
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this.position++;
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}
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}
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return posArray;
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}
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export function unpackEdges(arrayBuffer: ArrayBuffer) {
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const dv = new DataView(arrayBuffer, METABYTES);
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const indices = new Uint32Array((arrayBuffer.byteLength - METABYTES) / 4);
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for (let i = 0; i < indices.length; i++) {
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indices[i] = dv.getUint32(i * 4, true);
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}
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return indices;
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}
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function readSignificantBits(
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dataView: DataView,
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ptr: number,
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bytesCount: number
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) {
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const temp = new Int32Array(bytesCount / 4);
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for (let i = 0; i < temp.length; i++, ptr += 4) {
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temp[i] = dataView.getInt32(ptr);
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}
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return new BitStream(new Uint8Array(temp.buffer));
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}
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function readCommonBits(dataView: DataView, ptr: number) {
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const temp = new Int32Array(1);
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temp[0] = dataView.getInt32(ptr, false);
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const combits = new BitStream(new Uint8Array(temp.buffer));
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return combits.readBits(32);
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}
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254
app/three/utils/shader.ts
Normal file
254
app/three/utils/shader.ts
Normal file
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export const shader = {
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vertex: `
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uniform vec3 color;
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varying vec3 pixelNormal;
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void main() {
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pixelNormal = normal;
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gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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}`,
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vertexClipping: `
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uniform vec3 color;
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uniform vec3 clippingLow;
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uniform vec3 clippingHigh;
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varying vec3 pixelNormal;
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varying vec4 worldPosition;
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varying vec3 camPosition;
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varying vec3 vNormal;
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varying vec3 vPosition;
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varying vec2 vUv;
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void main() {
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vUv = uv;
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vec4 vPos = modelViewMatrix * vec4( position, 1.0 );
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vPosition = vPos.xyz;
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vNormal = normalMatrix * normal;
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pixelNormal = normal;
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worldPosition = modelMatrix * vec4( position, 1.0 );
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camPosition = cameraPosition;
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// gl_Position = projectionMatrix * vPos;
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gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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}`,
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fragment: `
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uniform vec3 color;
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varying vec3 pixelNormal;
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varying vec3 vNormal;
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varying vec3 vPosition;
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// uniform vec3 spotLightPosition; // in world space
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// uniform vec3 clight;
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// uniform vec3 cspec;
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// uniform float roughness;
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const float PI = 3.14159;
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void main( void ) {
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||||
float shade = (
|
||||
3.0 * pow ( abs ( pixelNormal.y ), 2.0 )
|
||||
+ 2.0 * pow ( abs ( pixelNormal.z ), 2.0 )
|
||||
+ 1.0 * pow ( abs ( pixelNormal.x ), 2.0 )
|
||||
) / 3.0;
|
||||
|
||||
gl_FragColor = vec4( color * shade, 1.0 );
|
||||
//gl_FragColor = vec4(color, 1.0);
|
||||
|
||||
// vec4 lPosition = viewMatrix * vec4( spotLightPosition, 1.0 );
|
||||
// vec3 l = normalize(lPosition.xyz - vPosition.xyz);
|
||||
// vec3 n = normalize( vNormal ); // interpolation destroys normalization, so we have to normalize
|
||||
// vec3 v = normalize( -vPosition);
|
||||
// vec3 h = normalize( v + l);
|
||||
|
||||
// // small quantity to prevent divisions by 0
|
||||
// float nDotl = max(dot( n, l ),0.000001);
|
||||
// float lDoth = max(dot( l, h ),0.000001);
|
||||
// float nDoth = max(dot( n, h ),0.000001);
|
||||
// float vDoth = max(dot( v, h ),0.000001);
|
||||
// float nDotv = max(dot( n, v ),0.000001);
|
||||
|
||||
// vec3 specularBRDF = FSchlick(lDoth)*GSmith(nDotv,nDotl)*DGGX(nDoth,roughness*roughness)/(4.0*nDotl*nDotv);
|
||||
// vec3 outRadiance = (PI* clight * nDotl * specularBRDF);
|
||||
|
||||
// gl_FragColor = vec4(pow( outRadiance, vec3(1.0/2.2)), 1.0);
|
||||
|
||||
}`,
|
||||
|
||||
fragmentClippingFront: `
|
||||
uniform sampler2D map;
|
||||
uniform vec3 color;
|
||||
uniform vec3 clippingLow;
|
||||
uniform vec3 clippingHigh;
|
||||
uniform float clippingScale;
|
||||
uniform float percent;
|
||||
|
||||
varying vec3 pixelNormal;
|
||||
varying vec4 worldPosition;
|
||||
varying vec3 camPosition;
|
||||
varying vec2 vUv;
|
||||
|
||||
void main( void ) {
|
||||
|
||||
float shade = (
|
||||
3.0 * pow ( abs ( pixelNormal.y ), 2.0 )
|
||||
+ 2.0 * pow ( abs ( pixelNormal.z ), 2.0 )
|
||||
+ 1.0 * pow ( abs ( pixelNormal.x ), 2.0 )
|
||||
) / 3.0;
|
||||
|
||||
if (
|
||||
worldPosition.x < clippingLow.x
|
||||
|| worldPosition.x > clippingHigh.x
|
||||
|| worldPosition.y < clippingLow.y
|
||||
|| worldPosition.y > clippingHigh.y
|
||||
|| worldPosition.z < (clippingLow.z * clippingScale)
|
||||
|| worldPosition.z > (clippingHigh.z * clippingScale)
|
||||
) {
|
||||
discard;
|
||||
} else {
|
||||
gl_FragColor = texture2D(map, vUv);
|
||||
gl_FragColor.a = percent;
|
||||
}
|
||||
|
||||
}`,
|
||||
|
||||
vertexMeshStandard: `
|
||||
#define STANDARD
|
||||
|
||||
varying vec3 vViewPosition;
|
||||
varying vec4 worldPosition;
|
||||
|
||||
#include <common>
|
||||
#include <uv_pars_vertex>
|
||||
#include <color_pars_vertex>
|
||||
#include <fog_pars_vertex>
|
||||
#include <shadowmap_pars_vertex>
|
||||
#include <logdepthbuf_pars_vertex>
|
||||
#include <clipping_planes_pars_vertex>
|
||||
|
||||
void main() {
|
||||
#include <uv_vertex>
|
||||
#include <color_vertex>
|
||||
|
||||
#include <beginnormal_vertex>
|
||||
#include <defaultnormal_vertex>
|
||||
|
||||
#include <begin_vertex>
|
||||
#include <project_vertex>
|
||||
#include <logdepthbuf_vertex>
|
||||
#include <clipping_planes_vertex>
|
||||
|
||||
vViewPosition = -mvPosition.xyz;
|
||||
|
||||
worldPosition = modelMatrix * vec4(position, 1.0);
|
||||
|
||||
#include <shadowmap_vertex>
|
||||
#include <fog_vertex>
|
||||
}
|
||||
`,
|
||||
|
||||
fragmentClippingMeshStandard: `
|
||||
#define STANDARD
|
||||
|
||||
uniform vec3 diffuse;
|
||||
uniform vec3 emissive;
|
||||
uniform float roughness;
|
||||
uniform float metalness;
|
||||
uniform float opacity;
|
||||
|
||||
varying vec3 vViewPosition;
|
||||
varying vec4 worldPosition;
|
||||
|
||||
uniform vec3 clippingLow;
|
||||
uniform vec3 clippingHigh;
|
||||
uniform float clippingScale;
|
||||
|
||||
#include <common>
|
||||
#include <packing>
|
||||
#include <dithering_pars_fragment>
|
||||
#include <color_pars_fragment>
|
||||
#include <uv_pars_fragment>
|
||||
#include <map_pars_fragment>
|
||||
#include <alphamap_pars_fragment>
|
||||
#include <aomap_pars_fragment>
|
||||
#include <emissivemap_pars_fragment>
|
||||
#include <bsdfs>
|
||||
#include <transmission_pars_fragment>
|
||||
#include <envmap_physical_pars_fragment>
|
||||
#include <fog_pars_fragment>
|
||||
#include <lights_pars_begin>
|
||||
#include <lights_physical_pars_fragment>
|
||||
#include <shadowmap_pars_fragment>
|
||||
#include <normalmap_pars_fragment>
|
||||
#include <roughnessmap_pars_fragment>
|
||||
#include <metalnessmap_pars_fragment>
|
||||
#include <logdepthbuf_pars_fragment>
|
||||
#include <clipping_planes_pars_fragment>
|
||||
|
||||
void main() {
|
||||
#include <clipping_planes_fragment>
|
||||
|
||||
vec4 diffuseColor = vec4(diffuse, opacity);
|
||||
ReflectedLight reflectedLight = ReflectedLight(vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0));
|
||||
vec3 totalEmissiveRadiance = emissive;
|
||||
|
||||
#ifdef TRANSMISSION
|
||||
float totalTransmission = transmission;
|
||||
float thicknessFactor = thickness;
|
||||
#endif
|
||||
|
||||
#include <logdepthbuf_fragment>
|
||||
#include <map_fragment>
|
||||
#include <color_fragment>
|
||||
#include <alphamap_fragment>
|
||||
#include <alphatest_fragment>
|
||||
#include <roughnessmap_fragment>
|
||||
#include <metalnessmap_fragment>
|
||||
#include <normal_fragment_begin>
|
||||
#include <normal_fragment_maps>
|
||||
#include <emissivemap_fragment>
|
||||
|
||||
vec3 rawDiffuseColor = diffuseColor.rgb;
|
||||
#include <transmission_fragment>
|
||||
|
||||
// Lighting calculations
|
||||
#include <lights_physical_fragment>
|
||||
#include <lights_fragment_maps>
|
||||
|
||||
// Ambient occlusion
|
||||
#include <aomap_fragment>
|
||||
|
||||
vec3 outgoingLight = reflectedLight.directDiffuse
|
||||
+ reflectedLight.indirectDiffuse
|
||||
+ reflectedLight.directSpecular
|
||||
+ reflectedLight.indirectSpecular
|
||||
+ totalEmissiveRadiance;
|
||||
|
||||
// Clipping logic
|
||||
if (any(greaterThan(worldPosition.xyz, clippingHigh)) || any(lessThan(worldPosition.xyz, clippingLow))) {
|
||||
discard;
|
||||
}
|
||||
|
||||
gl_FragColor = vec4(outgoingLight, diffuseColor.a);
|
||||
}
|
||||
`,
|
||||
|
||||
invisibleVertexShader: `
|
||||
void main() {
|
||||
vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
|
||||
gl_Position = projectionMatrix * mvPosition;
|
||||
}`,
|
||||
|
||||
invisibleFragmentShader: `
|
||||
void main( void ) {
|
||||
gl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 );
|
||||
discard;
|
||||
}`,
|
||||
};
|
19
app/three/utils/uniforms.ts
Normal file
19
app/three/utils/uniforms.ts
Normal file
|
@ -0,0 +1,19 @@
|
|||
import { Vector3, Color } from "three";
|
||||
|
||||
export const uniforms = {
|
||||
clipping: {
|
||||
// light blue
|
||||
color: { value: new Color(0x3d9ecb) },
|
||||
clippingLow: { value: new Vector3(0, 0, 0) },
|
||||
clippingHigh: { value: new Vector3(0, 0, 0) },
|
||||
// additional parameter for scaling
|
||||
clippingScale: { value: 1.0 },
|
||||
// topography
|
||||
map: { value: null },
|
||||
percent: { value: 1 },
|
||||
},
|
||||
caps: {
|
||||
// red
|
||||
color: { value: new Color(0xf83610) },
|
||||
},
|
||||
};
|
Loading…
Add table
editor.link_modal.header
Reference in a new issue